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Quin Haden’s Original D&D Creatures (Updated 10/01/06)
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<blockquote data-quote="Quin Haden" data-source="post: 3083289" data-attributes="member: 45317"><p><span style="font-size: 18px">“Fear Fleshed Goolie”</span></p><p></p><p><strong><u>Fear Fleshed Goolie</u></strong></p><p> </p><p><strong>Large Humanoid Outsider Aberration</strong></p><p><strong>Hit Dice: </strong> 17d8+71 ( 156 hp)</p><p><strong>Initiative: </strong> +9 (+5 Dex, +4 Improved Initiative)</p><p><strong>Speed: </strong> 60 ft. (12 squares)</p><p><strong>AC: </strong> 29 (-1 Size, +5 Dex, +15 Natural), touch 15, flatfooted 25</p><p><strong>Base Attack/Grapple: </strong> +17/+16</p><p><strong>Attack: </strong> Claw +25 melee (d10+9) </p><p><strong>Full Attack: </strong> 2 Claws +25 melee (d10+9) or Special Attack </p><p><strong>Space/Reach: </strong> 5 ft./10 ft.</p><p><strong>Special Attacks: </strong> Call flesh, cyclone of screams, spell like abilities</p><p><strong>Special Qualities: </strong> Aberration traits, blood bubble, damage reduction 15/special, dark vision 120 feet, immunity to poison, immunity to mind affecting effects, immunity to cold, immunity to electricity, improved disguise, outsider traits</p><p><strong>Saves: </strong> Fort +12(+16), Ref +10(+15), Will +16(+20)</p><p><strong>Abilities: </strong> Str 24(+7), Dex 20(+5), Con 18(+4), Int 14(+2), Wis 18(+4), Cha 14(+2) (effectively 3)</p><p><strong>Skills: </strong> Bluff +20(+25), Hide +20(+25), Listen +17(+23), Move Silently +20(+25), Spot +20(+26)</p><p><strong>Feats: </strong> Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Skill Focus (Bluff), Toughness, Weapon Focus (Claw), Weapon Specialization (Claw) </p><p><strong>Environment: </strong> Near any populated area</p><p><strong>Organization: </strong> Solitary, pair, gang (3-5), Tribe (sp.)</p><p><strong>Challenge Rating: </strong> 20</p><p><strong>Alignment: </strong> Chaotic Evil</p><p></p><p>Advancement: (17-25 HD)</p><p></p><p>The near pinnacle of Goolie evolution… a Fear Fleshed Goolie is no longer bound by the flesh of lesser beings but is held intact by the fear of each and every one of its victims. At first sight, a Fear Fleshed Goolie appears to be nothing more then a large lanky humanoid shaped blob of blackish gelatin, surrounded by a shimmering field of oscillating white and red colored light that spins around its figure in dazzling spirals. Its long arms end in wicked fingers almost as long as its forearms. </p><p></p><p>Upon closer inspection one notices that the white and red shimmering field, surrounding the figure like its skin, is actually made of eyeless ghostly faces, mouths agape in terror, with unrecognizable contorted complexions and a low almost inaudible cacophony of screams can be heard emanating from it. </p><p></p><p><strong><u>Combat / Abilities:</u></strong></p><p></p><p><strong>Aberration traits (Ex): </strong></p><p>A Fear Fleshed Goolie is an outsider but also shares some Abortion qualities. Most importantly being no distinguishable head or limbs. If it was not for the need to possess the skin of creatures with such things, a Goolie would have no need for them and thus is unaffected by anything that suggests the need for limbs. If a limb or head is cut off, the Goolie will simply fill in the space with more of itself. </p><p></p><p><strong>Damage Reduction (Ex): </strong></p><p>Fear Fleshed Goolies have 15/- damage reduction against all physical attacks except those made by Vorpal, Keen, or Wounding, slashing or piercing weapons. Regardless of enhancement bonus.</p><p></p><p><strong>Improved Disguise (Ex): </strong></p><p>A Fear Fleshed Goolie can summon up any skin it has ever consumed and appear as if it was its normal flesh, as a standard action, at will. (physical size also adjusts to fit the skin.) The Fear Fleshed Goolie appears to be completely normal and nothing short of a True Seeing spell can tell otherwise. Any damage to a skin can be repaired with a single round of concentration. (This does not heal the Goolie but merely repairs the skin.) A Fear Fleshed Goolie loses the use of any and all other abilities, including spell like abilities, while Disguised. The only exceptions are its Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Shadow Walk, and Suggestion Spell Like Abilities, which it can use freely while disguised.</p><p></p><p><strong>Murmur (Su): </strong></p><p>The skin of a Fear Fleshed Goolie is always telepathically screaming and calling out in agony… Any intelligent creature that gets within 5 feet of it must make a Will Save (DC=26) or suffer 1d4 permanent Constitution damage from a weakening heart.</p><p></p><p><strong>Cyclone of Screams (Su): </strong></p><p>Once every 5 rounds, a Fear Fleshed Goolie can release a cyclone of screams from its skin, as all the skins faces stretch out like trumpets, that radiates out in all directions for 30 yards. While its flesh is screaming, the Fear Fleshed Goolie barely resembles its humanoid norm, but more like a porcupine of disembodies heads stretching out in all directions, loosing screams of petrifying agony.</p><p></p><p>The cyclone created resembles a natural dust filled cyclone except the dust is filled with the vestiges of screaming faces… Any intelligent creature, that is able to see or hear, must make a Will Save (DC=30) or be paralyzed with fear for 2d4 rounds and take 3d6+15 HP damage from hemorrhaging of the eyes and ears, which ooze blood profusely. Creatures without eyes or ears, or are somehow completely isolated from those two senses, are immune to this effect.</p><p></p><p><strong>Spell Like Abilities: (Caster level = 3 + HD) </strong></p><p></p><p>17-20HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts,</p><p>Shadow Walk; At will, standard action -- Dispel Magic, Persistent Image, Phantasmal Killer, Shadow Evocation, Suggestion, Summon 1 Greater Shadow (Max of 6 at once); 3/day, standard action -- Insanity, Mind Fog, Nightmare, Summon 1d6 Greater Goolies (for 2d4 turns), Teleport;</p><p></p><p>21-24HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Dispel Magic,</p><p>Shadow Walk; At will, standard action -- Persistent Image, Phantasmal Killer, Shadow Evocation, Suggestion, Summon 2 Greater Shadow (Max of 9 at once); 3/day, standard action -- Insanity, Mind Fog, Nightmare, Summon 2d4 Greater Goolies (for 2d4 turns), Teleport;</p><p></p><p>25HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Dispel Magic,</p><p>Persistent Image, Shadow Walk; At will, standard action -- Greater Shadow Evocation, Phantasmal Killer, Suggestion, Summon 2 Greater Shadow (Max of 12 at once); 3/day, standard action -- Greater Teleport, Insanity, Mind Fog, Nightmare, Summon 2d6 Greater Goolies (for 2d4 turns);</p><p></p><p><strong>Call Flesh (Su): </strong></p><p>A Fear Fleshed Goolie no longer has to wait for the death of its victims to call their skin! Every other round, at will, a Fear Fleshed Goolie can call to the flesh of its target to release its skin. The action does not require any concentration once initiated, but the Fear Fleshed Goolie is Flat Footed for the remainder of the round in which the Call Flesh begins. If damaged during the initial round the Call Flesh is initiated, the call fails and the Fear Fleshed Goolie must wait to use the ability again as normal… The target still takes 5d6+5 HP of damage and loses any actions that round. </p><p></p><p>The target must make a Will Save (DC=26 + 1 per goolie HD above 17) or have its skin ripped from its flesh. Even if successful the target takes 5d6+5 HP damage and loses any actions that round. If unsuccessful the process takes the rest of the round in which it is initiated, as well as the following round during which the victim is incapable of any action, save writhing on the floor in agony, as its skin peals itself off in one huge chunk. At the end of the following round the victim skin completes separation and forces it to make a Fortitude Save (DC=22 +1 per goolie HD above 17) or die outright… A successful save reduces the target to 10% of its total HP instantly, as it no longer has any skin, during which it bleeds to death over the next 2 rounds unless a “Heal” spell (Clr Lvl 6) is cast on it. The Heal does not allow the victim to re-grow its skin! It merely stops the bleeding… The victim can not be healed by any means until it grows new skin… During the time in which the victim has no skin it has a -12 to all actions requiring a roll. To re-grow skin a “Regenerate” spell (Clr Lvl 7) is required. Skin grows back in 1 turn. </p><p></p><p>To make matters even worse, the skin takes with it any equipment worn or used by the victim prior to losing its skin, and the Goolie can choose to either consume the skin (See: Consumed Skin) or animate the skin under its control!! (See: Animated Skin) Leaving the victim skinless, without equipment, and rapidly bleeding to death… </p><p></p><p><u>- Animated Skin</u>:</p><p>Animated skin has as an equal number of HD as the victim, but half as many HP as the victim had prior to losing its skin, yet has its full base attack score, saves, and can use any magic item on person at the time of the flaying. (The skin does not have access to any feats, or special abilities not granted by items) Controlling the skin is a subconscious activity and requires no active concentration by the Fear Fleshed Goolie. A Fear Fleshed Goolie can have up to 2 skins animated at once, +1 skin for every 2 HD above 17. (Max 6 at 25HD) There is no maximum duration that skin can be animated.</p><p></p><p></p><p></p><p><u>- Consumed Skin</u>:</p><p>A Fear Fleshed Goolie can consume a flesh called skin instantly, including any skin currently animated! A consumed skin heals the Fear Fleshed Goolie for d8+2 HP for every HD of the skin (See: Animated Skin). Any excess HP gained last for 2 turns (20 minutes). Expiration of these extra HP can never reduce the Fear Fleshed Goolie to under 1HP. Any items and equipment accompanying a consumed skin must make a disenchant save (DC=23) or become disenchanted as if touched by a Rod of Cancellation.</p><p></p><p>Consuming Skin is the only means in which a Fear Fleshed Goolie can heal itself, and a means in which a Fear Fleshed Goolie grows stronger… It requires 25 times (+5 per HD above 17) its current HD, in victims HD, in order to gain another HD in its advancement. The victim must also be no less then 3HD below the Fear Fleshed Goolies current HD. (See: Fear Fleshed Ascendance) </p><p></p><p></p><p></p><p><strong>Blood Bubble (Ex): </strong></p><p>Any time a Fear Fleshed Goolie takes damage, it looses a bit of itself permanently and will not heal until it can consume a skin. (See Ability: Call Flesh, - Consumed Skin.) Anything adjacent to a Goolie, when it’s physically damaged, runs the chance of being impacted by a released blood bubble. A Goolie slain in a single massive attack (doing 70% or more of its HP in damage), will explode like a balloon threatening all within a 20 foot diameter. </p><p></p><p>Unlike lesser Goolies, a Fear Fleshed Goolies blood bubbles merge with the shadow plane and are completely invisible, unless the creature can see into the shadow plane (if so See: Greater Goolie, Description). Thus no spot checks are performed… Only a Reflex Save DC=15 + 1 per 3HP damage, max DC=30 to avoid it. An exploding Fear Fleshed Goolie forces all within a 20 foot diameter to make a Reflex Save DC=40. </p><p></p><p>If an intelligent creature is impacted by a blood bubble, then it runs the risk of being infected by Fear Fleshed Goolie Insanity. (See Ability: Fear Fleshed Goolie Insanity) The impact of a Blood Bubble is impossible to feel by any means.</p><p> </p><p><strong>Fear Fleshed Goolie Insanity (Ex): </strong></p><p></p><p><u>Stage One: Infection</u></p><p>Each time a Fear Fleshed Goolies blood bubble, impacts on any creature, with an Intelligence of at least 3, that creature must make a Will save (DC=14 +1 per 2HD of the Fear Fleshed Goolie, rounded down) or be infected. (EX: 17HD is DC=22). </p><p></p><p><u>Stage Two: Symptoms</u></p><p>An infected creature has a -5 to all attacks, skills, feats, saves, and ability rolls, due to an overwhelming anxiety that slowly begins to drive them mad. (If DM rolled secretly, apply all penalties in secret.) A “Remove Fear” (Clr Lvl 1) no longer removes the effect!!</p><p></p><p><u>Stage Three: Infection Advances</u></p><p>(D6) hours after infection, and every 6 hours there after, the infected creature must make an Intelligence check against Onset Insanity (DC=12 +1 per 2HD of Goolie, +1 for each 6 hours after the first (Max +20 at 5 days). Success brings an infection advance, and re-roll with penalties, after 6 hours. Failure results in the immediate onset of insanity. </p><p></p><p>A “Remove Disease” (Clr Lvl 3) spell no longer puts the infection in hibernation! However, any time before Onset Insanity a “Greater Restoration” (Clr Lvl 7), cast by a Cleric of at least level 20, allows an immediate Will Save. (DC is equal to the most previous advance.) Success cures the infection. (Only one such attempt is possible for each Infection Advance)</p><p></p><p><u>Stage Four: Onset Insanity (full infection) </u></p><p>If the creature fails any insanity check it immediately goes insane, looses all sense of logic (Effective Intelligence becomes 3), is overwhelmed with paranoia and the belief that the only safe place is in some distant seclusion; which is actually the lair of the Goolie Mother.</p><p></p><p>If the insanity victim is not restrained against its will, it will eventually make its way to the Goolie Mother’s lair, or die trying to get there. Once it reaches the lair, the victim is transformed by the Goolie Mother into a Goolie and set loose onto the world. Any victim that is successfully restrained against its will to leave, will slowly loose 1 points of intelligence permanently, every 6 hours, until brain dead. There is no way to destroy the infection after Onset Insanity… Except by a wish, or miracle. And any creature that goes brain dead is irretrievable by anything less then Divine Intervention. </p><p></p><p><strong>Fear Fleshed Goolie Advancement: </strong></p><p><u>HD___CR____Att_____Abilities____________________ Saves___________Bonus Feats/Abilities_______</u></p><p><u>18_____+0____+1____+1 Wis, +1 Str, +1 Dex_________________________Great Cleave______________</u></p><p><u>19_____+1____+1____+2 AC* +1 Str, +2 Int__________+1 All Saves______Improved Crit (Claw)_______ </u></p><p><u>20**__ +0____+1____+1 Dex, +1 Str, +1 Con_________________________Overwhelming Crit (Claw)___ </u></p><p><u>21**__ +2____+1____+2 AC* +1 Str, +2 Dex_________+1 All Saves______New Spell Like Abilities***_</u></p><p><u>22**__ +0____+1____+1 AC* +1 Str, +2 Int__________________________Epic Toughness____________</u></p><p><u>23**__ +1____+1____+2 AC* +1 Str, +1 Con_________+1 All Saves______Devastating Crit (Claw)_____ </u></p><p><u>24**__ +0____+1____+1 AC* +1 Str, +2 Wis_________________________Epic Combat Reflexes_______</u></p><p><u>25**__ +2____+1____+2 AC* +1 Str, +2 Dex, +2 Con__+1 All Saves______New Spell Like Abilities***_</u></p><p>* Natural Armor Bonus</p><p>** Epic Level Encounter</p><p>*** See Spell Like Abilities</p><p> </p><p></p><p><strong><u>Fear Fleshed Goolie</u></strong> (Epic 25 HD) Before Ascendance</p><p> </p><p><strong>Large Humanoid Outsider Aberration</strong></p><p><strong>Hit Dice: </strong> 25d8+170 ( 298 hp)</p><p><strong>Initiative: </strong> +12 (+8 Dex, +4 Improved Initiative)</p><p><strong>Speed: </strong> 60 ft. (12 squares)</p><p><strong>AC: </strong> 42 (-1 Size, +8 Dex, +25 Natural), touch 18, flatfooted 35</p><p><strong>Base Attack/Grapple: </strong> +25/+24</p><p><strong>Attack: </strong>Claw +25 melee (d10+13) Crit x2 19-20</p><p><strong>Full Attack: </strong> 2 Claws +25 melee (d10+13) or Special Attack </p><p><strong>Space/Reach: </strong> 5 ft./10 ft.</p><p><strong>Special Attacks: </strong> Call flesh, cyclone of screams, fright, spell like abilities</p><p><strong>Special Qualities: </strong> Aberration traits, blood bubble, damage reduction 20/special, dark vision 120 feet, immunity to poison, immunity to mind affecting effects, immunity to cold, immunity to electricity, improved disguise, outsider traits</p><p><strong>Saves: </strong> Fort +16(+22), Ref +14(+23), Will +20(+25)</p><p><strong>Abilities: </strong> Str 33(+11), Dex 26(+8), Con 22(+6), Int 18(+4), Wis 21(+5), Cha 14(+2) (effectively 3)</p><p><strong>Skills: </strong> Bluff +28(+33), Hide +28(+36), Listen +25(+32), Move Silently +28(+36), Spot +28(+35)</p><p><strong>Feats: </strong> Alertness, Cleave, Combat Reflexes, Devastating Critical (Claw), Dodge, Epic Toughness, Epic Combat Reflexes, Great Cleave, Improved Critical (Claw), Improved Initiative, Overwhelming Critical (Claw), Power Attack, Skill Focus (Bluff), Toughness, Weapon Focus (Claw), Weapon Specialization (Claw) </p><p><strong>Environment: </strong> Near any populated area</p><p><strong>Organization: </strong> Solitary, pair, gang (3-5), Tribe (sp.)</p><p><strong>Challenge Rating: </strong> 26</p><p><strong>Alignment: </strong> Chaotic Evil</p><p></p><p></p><p></p><p><strong>Fear Fleshed Goolie Ascendance:</strong></p><p>Ascending to Paragon Goolie. (coming soon)</p></blockquote><p></p>
[QUOTE="Quin Haden, post: 3083289, member: 45317"] [size=5]“Fear Fleshed Goolie”[/size] [b][u]Fear Fleshed Goolie[/u][/b] [b]Large Humanoid Outsider Aberration[/b] [b]Hit Dice: [/b] 17d8+71 ( 156 hp) [b]Initiative: [/b] +9 (+5 Dex, +4 Improved Initiative) [b]Speed: [/b] 60 ft. (12 squares) [b]AC: [/b] 29 (-1 Size, +5 Dex, +15 Natural), touch 15, flatfooted 25 [b]Base Attack/Grapple: [/b] +17/+16 [b]Attack: [/b] Claw +25 melee (d10+9) [b]Full Attack: [/b] 2 Claws +25 melee (d10+9) or Special Attack [b]Space/Reach: [/b] 5 ft./10 ft. [b]Special Attacks: [/b] Call flesh, cyclone of screams, spell like abilities [b]Special Qualities: [/b] Aberration traits, blood bubble, damage reduction 15/special, dark vision 120 feet, immunity to poison, immunity to mind affecting effects, immunity to cold, immunity to electricity, improved disguise, outsider traits [b]Saves: [/b] Fort +12(+16), Ref +10(+15), Will +16(+20) [b]Abilities: [/b] Str 24(+7), Dex 20(+5), Con 18(+4), Int 14(+2), Wis 18(+4), Cha 14(+2) (effectively 3) [b]Skills: [/b] Bluff +20(+25), Hide +20(+25), Listen +17(+23), Move Silently +20(+25), Spot +20(+26) [b]Feats: [/b] Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Skill Focus (Bluff), Toughness, Weapon Focus (Claw), Weapon Specialization (Claw) [b]Environment: [/b] Near any populated area [b]Organization: [/b] Solitary, pair, gang (3-5), Tribe (sp.) [b]Challenge Rating: [/b] 20 [b]Alignment: [/b] Chaotic Evil Advancement: (17-25 HD) The near pinnacle of Goolie evolution… a Fear Fleshed Goolie is no longer bound by the flesh of lesser beings but is held intact by the fear of each and every one of its victims. At first sight, a Fear Fleshed Goolie appears to be nothing more then a large lanky humanoid shaped blob of blackish gelatin, surrounded by a shimmering field of oscillating white and red colored light that spins around its figure in dazzling spirals. Its long arms end in wicked fingers almost as long as its forearms. Upon closer inspection one notices that the white and red shimmering field, surrounding the figure like its skin, is actually made of eyeless ghostly faces, mouths agape in terror, with unrecognizable contorted complexions and a low almost inaudible cacophony of screams can be heard emanating from it. [b][u]Combat / Abilities:[/u][/b] [b]Aberration traits (Ex): [/b] A Fear Fleshed Goolie is an outsider but also shares some Abortion qualities. Most importantly being no distinguishable head or limbs. If it was not for the need to possess the skin of creatures with such things, a Goolie would have no need for them and thus is unaffected by anything that suggests the need for limbs. If a limb or head is cut off, the Goolie will simply fill in the space with more of itself. [b]Damage Reduction (Ex): [/b] Fear Fleshed Goolies have 15/- damage reduction against all physical attacks except those made by Vorpal, Keen, or Wounding, slashing or piercing weapons. Regardless of enhancement bonus. [b]Improved Disguise (Ex): [/b] A Fear Fleshed Goolie can summon up any skin it has ever consumed and appear as if it was its normal flesh, as a standard action, at will. (physical size also adjusts to fit the skin.) The Fear Fleshed Goolie appears to be completely normal and nothing short of a True Seeing spell can tell otherwise. Any damage to a skin can be repaired with a single round of concentration. (This does not heal the Goolie but merely repairs the skin.) A Fear Fleshed Goolie loses the use of any and all other abilities, including spell like abilities, while Disguised. The only exceptions are its Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Shadow Walk, and Suggestion Spell Like Abilities, which it can use freely while disguised. [b]Murmur (Su): [/b] The skin of a Fear Fleshed Goolie is always telepathically screaming and calling out in agony… Any intelligent creature that gets within 5 feet of it must make a Will Save (DC=26) or suffer 1d4 permanent Constitution damage from a weakening heart. [b]Cyclone of Screams (Su): [/b] Once every 5 rounds, a Fear Fleshed Goolie can release a cyclone of screams from its skin, as all the skins faces stretch out like trumpets, that radiates out in all directions for 30 yards. While its flesh is screaming, the Fear Fleshed Goolie barely resembles its humanoid norm, but more like a porcupine of disembodies heads stretching out in all directions, loosing screams of petrifying agony. The cyclone created resembles a natural dust filled cyclone except the dust is filled with the vestiges of screaming faces… Any intelligent creature, that is able to see or hear, must make a Will Save (DC=30) or be paralyzed with fear for 2d4 rounds and take 3d6+15 HP damage from hemorrhaging of the eyes and ears, which ooze blood profusely. Creatures without eyes or ears, or are somehow completely isolated from those two senses, are immune to this effect. [b]Spell Like Abilities: (Caster level = 3 + HD) [/b] 17-20HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Shadow Walk; At will, standard action -- Dispel Magic, Persistent Image, Phantasmal Killer, Shadow Evocation, Suggestion, Summon 1 Greater Shadow (Max of 6 at once); 3/day, standard action -- Insanity, Mind Fog, Nightmare, Summon 1d6 Greater Goolies (for 2d4 turns), Teleport; 21-24HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Dispel Magic, Shadow Walk; At will, standard action -- Persistent Image, Phantasmal Killer, Shadow Evocation, Suggestion, Summon 2 Greater Shadow (Max of 9 at once); 3/day, standard action -- Insanity, Mind Fog, Nightmare, Summon 2d4 Greater Goolies (for 2d4 turns), Teleport; 25HD: At will, free action -- Arcane Lock, Darkness, Detect Magic, Detect Thoughts, Dispel Magic, Persistent Image, Shadow Walk; At will, standard action -- Greater Shadow Evocation, Phantasmal Killer, Suggestion, Summon 2 Greater Shadow (Max of 12 at once); 3/day, standard action -- Greater Teleport, Insanity, Mind Fog, Nightmare, Summon 2d6 Greater Goolies (for 2d4 turns); [b]Call Flesh (Su): [/b] A Fear Fleshed Goolie no longer has to wait for the death of its victims to call their skin! Every other round, at will, a Fear Fleshed Goolie can call to the flesh of its target to release its skin. The action does not require any concentration once initiated, but the Fear Fleshed Goolie is Flat Footed for the remainder of the round in which the Call Flesh begins. If damaged during the initial round the Call Flesh is initiated, the call fails and the Fear Fleshed Goolie must wait to use the ability again as normal… The target still takes 5d6+5 HP of damage and loses any actions that round. The target must make a Will Save (DC=26 + 1 per goolie HD above 17) or have its skin ripped from its flesh. Even if successful the target takes 5d6+5 HP damage and loses any actions that round. If unsuccessful the process takes the rest of the round in which it is initiated, as well as the following round during which the victim is incapable of any action, save writhing on the floor in agony, as its skin peals itself off in one huge chunk. At the end of the following round the victim skin completes separation and forces it to make a Fortitude Save (DC=22 +1 per goolie HD above 17) or die outright… A successful save reduces the target to 10% of its total HP instantly, as it no longer has any skin, during which it bleeds to death over the next 2 rounds unless a “Heal” spell (Clr Lvl 6) is cast on it. The Heal does not allow the victim to re-grow its skin! It merely stops the bleeding… The victim can not be healed by any means until it grows new skin… During the time in which the victim has no skin it has a -12 to all actions requiring a roll. To re-grow skin a “Regenerate” spell (Clr Lvl 7) is required. Skin grows back in 1 turn. To make matters even worse, the skin takes with it any equipment worn or used by the victim prior to losing its skin, and the Goolie can choose to either consume the skin (See: Consumed Skin) or animate the skin under its control!! (See: Animated Skin) Leaving the victim skinless, without equipment, and rapidly bleeding to death… [u]- Animated Skin[/u]: Animated skin has as an equal number of HD as the victim, but half as many HP as the victim had prior to losing its skin, yet has its full base attack score, saves, and can use any magic item on person at the time of the flaying. (The skin does not have access to any feats, or special abilities not granted by items) Controlling the skin is a subconscious activity and requires no active concentration by the Fear Fleshed Goolie. A Fear Fleshed Goolie can have up to 2 skins animated at once, +1 skin for every 2 HD above 17. (Max 6 at 25HD) There is no maximum duration that skin can be animated. [u]- Consumed Skin[/u]: A Fear Fleshed Goolie can consume a flesh called skin instantly, including any skin currently animated! A consumed skin heals the Fear Fleshed Goolie for d8+2 HP for every HD of the skin (See: Animated Skin). Any excess HP gained last for 2 turns (20 minutes). Expiration of these extra HP can never reduce the Fear Fleshed Goolie to under 1HP. Any items and equipment accompanying a consumed skin must make a disenchant save (DC=23) or become disenchanted as if touched by a Rod of Cancellation. Consuming Skin is the only means in which a Fear Fleshed Goolie can heal itself, and a means in which a Fear Fleshed Goolie grows stronger… It requires 25 times (+5 per HD above 17) its current HD, in victims HD, in order to gain another HD in its advancement. The victim must also be no less then 3HD below the Fear Fleshed Goolies current HD. (See: Fear Fleshed Ascendance) [b]Blood Bubble (Ex): [/b] Any time a Fear Fleshed Goolie takes damage, it looses a bit of itself permanently and will not heal until it can consume a skin. (See Ability: Call Flesh, - Consumed Skin.) Anything adjacent to a Goolie, when it’s physically damaged, runs the chance of being impacted by a released blood bubble. A Goolie slain in a single massive attack (doing 70% or more of its HP in damage), will explode like a balloon threatening all within a 20 foot diameter. Unlike lesser Goolies, a Fear Fleshed Goolies blood bubbles merge with the shadow plane and are completely invisible, unless the creature can see into the shadow plane (if so See: Greater Goolie, Description). Thus no spot checks are performed… Only a Reflex Save DC=15 + 1 per 3HP damage, max DC=30 to avoid it. An exploding Fear Fleshed Goolie forces all within a 20 foot diameter to make a Reflex Save DC=40. If an intelligent creature is impacted by a blood bubble, then it runs the risk of being infected by Fear Fleshed Goolie Insanity. (See Ability: Fear Fleshed Goolie Insanity) The impact of a Blood Bubble is impossible to feel by any means. [b]Fear Fleshed Goolie Insanity (Ex): [/b] [u]Stage One: Infection[/u] Each time a Fear Fleshed Goolies blood bubble, impacts on any creature, with an Intelligence of at least 3, that creature must make a Will save (DC=14 +1 per 2HD of the Fear Fleshed Goolie, rounded down) or be infected. (EX: 17HD is DC=22). [u]Stage Two: Symptoms[/u] An infected creature has a -5 to all attacks, skills, feats, saves, and ability rolls, due to an overwhelming anxiety that slowly begins to drive them mad. (If DM rolled secretly, apply all penalties in secret.) A “Remove Fear” (Clr Lvl 1) no longer removes the effect!! [u]Stage Three: Infection Advances[/u] (D6) hours after infection, and every 6 hours there after, the infected creature must make an Intelligence check against Onset Insanity (DC=12 +1 per 2HD of Goolie, +1 for each 6 hours after the first (Max +20 at 5 days). Success brings an infection advance, and re-roll with penalties, after 6 hours. Failure results in the immediate onset of insanity. A “Remove Disease” (Clr Lvl 3) spell no longer puts the infection in hibernation! However, any time before Onset Insanity a “Greater Restoration” (Clr Lvl 7), cast by a Cleric of at least level 20, allows an immediate Will Save. (DC is equal to the most previous advance.) Success cures the infection. (Only one such attempt is possible for each Infection Advance) [u]Stage Four: Onset Insanity (full infection) [/u] If the creature fails any insanity check it immediately goes insane, looses all sense of logic (Effective Intelligence becomes 3), is overwhelmed with paranoia and the belief that the only safe place is in some distant seclusion; which is actually the lair of the Goolie Mother. If the insanity victim is not restrained against its will, it will eventually make its way to the Goolie Mother’s lair, or die trying to get there. Once it reaches the lair, the victim is transformed by the Goolie Mother into a Goolie and set loose onto the world. Any victim that is successfully restrained against its will to leave, will slowly loose 1 points of intelligence permanently, every 6 hours, until brain dead. There is no way to destroy the infection after Onset Insanity… Except by a wish, or miracle. And any creature that goes brain dead is irretrievable by anything less then Divine Intervention. [b]Fear Fleshed Goolie Advancement: [/b] [u]HD___CR____Att_____Abilities____________________ Saves___________Bonus Feats/Abilities_______[/u] [u]18_____+0____+1____+1 Wis, +1 Str, +1 Dex_________________________Great Cleave______________[/u] [u]19_____+1____+1____+2 AC* +1 Str, +2 Int__________+1 All Saves______Improved Crit (Claw)_______ [/u] [u]20**__ +0____+1____+1 Dex, +1 Str, +1 Con_________________________Overwhelming Crit (Claw)___ [/u] [u]21**__ +2____+1____+2 AC* +1 Str, +2 Dex_________+1 All Saves______New Spell Like Abilities***_[/u] [u]22**__ +0____+1____+1 AC* +1 Str, +2 Int__________________________Epic Toughness____________[/u] [u]23**__ +1____+1____+2 AC* +1 Str, +1 Con_________+1 All Saves______Devastating Crit (Claw)_____ [/u] [u]24**__ +0____+1____+1 AC* +1 Str, +2 Wis_________________________Epic Combat Reflexes_______[/u] [u]25**__ +2____+1____+2 AC* +1 Str, +2 Dex, +2 Con__+1 All Saves______New Spell Like Abilities***_[/u] * Natural Armor Bonus ** Epic Level Encounter *** See Spell Like Abilities [b][u]Fear Fleshed Goolie[/u][/b] (Epic 25 HD) Before Ascendance [b]Large Humanoid Outsider Aberration[/b] [b]Hit Dice: [/b] 25d8+170 ( 298 hp) [b]Initiative: [/b] +12 (+8 Dex, +4 Improved Initiative) [b]Speed: [/b] 60 ft. (12 squares) [b]AC: [/b] 42 (-1 Size, +8 Dex, +25 Natural), touch 18, flatfooted 35 [b]Base Attack/Grapple: [/b] +25/+24 [b]Attack: [/b]Claw +25 melee (d10+13) Crit x2 19-20 [b]Full Attack: [/b] 2 Claws +25 melee (d10+13) or Special Attack [b]Space/Reach: [/b] 5 ft./10 ft. [b]Special Attacks: [/b] Call flesh, cyclone of screams, fright, spell like abilities [b]Special Qualities: [/b] Aberration traits, blood bubble, damage reduction 20/special, dark vision 120 feet, immunity to poison, immunity to mind affecting effects, immunity to cold, immunity to electricity, improved disguise, outsider traits [b]Saves: [/b] Fort +16(+22), Ref +14(+23), Will +20(+25) [b]Abilities: [/b] Str 33(+11), Dex 26(+8), Con 22(+6), Int 18(+4), Wis 21(+5), Cha 14(+2) (effectively 3) [b]Skills: [/b] Bluff +28(+33), Hide +28(+36), Listen +25(+32), Move Silently +28(+36), Spot +28(+35) [b]Feats: [/b] Alertness, Cleave, Combat Reflexes, Devastating Critical (Claw), Dodge, Epic Toughness, Epic Combat Reflexes, Great Cleave, Improved Critical (Claw), Improved Initiative, Overwhelming Critical (Claw), Power Attack, Skill Focus (Bluff), Toughness, Weapon Focus (Claw), Weapon Specialization (Claw) [b]Environment: [/b] Near any populated area [b]Organization: [/b] Solitary, pair, gang (3-5), Tribe (sp.) [b]Challenge Rating: [/b] 26 [b]Alignment: [/b] Chaotic Evil [b]Fear Fleshed Goolie Ascendance:[/b] Ascending to Paragon Goolie. (coming soon) [/QUOTE]
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Quin Haden’s Original D&D Creatures (Updated 10/01/06)
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